Hi there.
At times when I'm baking AO, areas which have intersecting faces are not being occluded fully. Example:
I'm baking with 3DSMax, and the areas of the mesh that are hidden act as if they are not occluded at all (expected) however they bleed out a bit and this is what's causing these white edges.
What is the best way to overcome this?
Replies
2) Does it look different if you render it?
3) Are you baking with enough padding?
4) How is your viewport setup? Direct3D, OpenGL, Nitrous?
If you're using nitrous use the Nitrous Texture Tweaker to increase the resolution in the viewport.
5) What does that section of the AO texture look like?
This isn't a padding issue, as these meshes intersect and continue a little into each other.
This is visible in every software I use (max, toolbag, udk, etc...).
Here is what the map looks like:
It is as if the occlusion ends a pixel or two prematurely.
Edit: Ninja'd by Bryan!!!
Not pretty.
test :
Good thinking.